'use strict';
exports.__esModule = true;
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
var _core = require('../core');
var core = _interopRequireWildcard(_core);
var _utils = require('../core/utils');
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
/**
* The ParticleContainer class is a really fast version of the Container built solely for speed,
* so use when you need a lot of sprites or particles. The tradeoff of the ParticleContainer is that advanced
* functionality will not work. ParticleContainer implements only the basic object transform (position, scale, rotation).
* Any other functionality like tinting, masking, etc will not work on sprites in this batch.
*
* It's extremely easy to use :
*
* ```js
* let container = new ParticleContainer();
*
* for (let i = 0; i < 100; ++i)
* {
* let sprite = new PIXI.Sprite.fromImage("myImage.png");
* container.addChild(sprite);
* }
* ```
*
* And here you have a hundred sprites that will be renderer at the speed of light.
*
* @class
* @extends PIXI.Container
* @memberof PIXI.particles
*/
var ParticleContainer = function (_core$Container) {
_inherits(ParticleContainer, _core$Container);
/**
* @param {number} [maxSize=15000] - The maximum number of particles that can be renderer by the container.
* @param {object} [properties] - The properties of children that should be uploaded to the gpu and applied.
* @param {boolean} [properties.scale=false] - When true, scale be uploaded and applied.
* @param {boolean} [properties.position=true] - When true, position be uploaded and applied.
* @param {boolean} [properties.rotation=false] - When true, rotation be uploaded and applied.
* @param {boolean} [properties.uvs=false] - When true, uvs be uploaded and applied.
* @param {boolean} [properties.alpha=false] - When true, alpha be uploaded and applied.
* @param {number} [batchSize=15000] - Number of particles per batch.
*/
function ParticleContainer() {
var maxSize = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1500;
var properties = arguments[1];
var batchSize = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 16384;
_classCallCheck(this, ParticleContainer);
// Making sure the batch size is valid
// 65535 is max vertex index in the index buffer (see ParticleRenderer)
// so max number of particles is 65536 / 4 = 16384
var _this = _possibleConstructorReturn(this, _core$Container.call(this));
var maxBatchSize = 16384;
if (batchSize > maxBatchSize) {
batchSize = maxBatchSize;
}
if (batchSize > maxSize) {
batchSize = maxSize;
}
/**
* Set properties to be dynamic (true) / static (false)
*
* @member {boolean[]}
* @private
*/
_this._properties = [false, true, false, false, false];
/**
* @member {number}
* @private
*/
_this._maxSize = maxSize;
/**
* @member {number}
* @private
*/
_this._batchSize = batchSize;
/**
* @member {object<number, WebGLBuffer>}
* @private
*/
_this._glBuffers = {};
/**
* @member {number}
* @private
*/
_this._bufferToUpdate = 0;
/**
* @member {boolean}
*
*/
_this.interactiveChildren = false;
/**
* The blend mode to be applied to the sprite. Apply a value of `PIXI.BLEND_MODES.NORMAL`
* to reset the blend mode.
*
* @member {number}
* @default PIXI.BLEND_MODES.NORMAL
* @see PIXI.BLEND_MODES
*/
_this.blendMode = core.BLEND_MODES.NORMAL;
/**
* Used for canvas renderering. If true then the elements will be positioned at the
* nearest pixel. This provides a nice speed boost.
*
* @member {boolean}
* @default true;
*/
_this.roundPixels = true;
/**
* The texture used to render the children.
*
* @readonly
* @member {BaseTexture}
*/
_this.baseTexture = null;
_this.setProperties(properties);
/**
* The tint applied to the container.
* This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @private
* @member {number}
* @default 0xFFFFFF
*/
_this._tint = 0;
_this.tintRgb = new Float32Array(4);
_this.tint = 0xFFFFFF;
return _this;
}
/**
* Sets the private properties array to dynamic / static based on the passed properties object
*
* @param {object} properties - The properties to be uploaded
*/
ParticleContainer.prototype.setProperties = function setProperties(properties) {
if (properties) {
this._properties[0] = 'scale' in properties ? !!properties.scale : this._properties[0];
this._properties[1] = 'position' in properties ? !!properties.position : this._properties[1];
this._properties[2] = 'rotation' in properties ? !!properties.rotation : this._properties[2];
this._properties[3] = 'uvs' in properties ? !!properties.uvs : this._properties[3];
this._properties[4] = 'alpha' in properties ? !!properties.alpha : this._properties[4];
}
};
/**
* Updates the object transform for rendering
*
* @private
*/
ParticleContainer.prototype.updateTransform = function updateTransform() {
// TODO don't need to!
this.displayObjectUpdateTransform();
// PIXI.Container.prototype.updateTransform.call( this );
};
/**
* The tint applied to the container. This is a hex value.
* A value of 0xFFFFFF will remove any tint effect.
** IMPORTANT: This is a webGL only feature and will be ignored by the canvas renderer.
* @member {number}
* @default 0xFFFFFF
*/
/**
* Renders the container using the WebGL renderer
*
* @private
* @param {PIXI.WebGLRenderer} renderer - The webgl renderer
*/
ParticleContainer.prototype.renderWebGL = function renderWebGL(renderer) {
var _this2 = this;
if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {
return;
}
if (!this.baseTexture) {
this.baseTexture = this.children[0]._texture.baseTexture;
if (!this.baseTexture.hasLoaded) {
this.baseTexture.once('update', function () {
return _this2.onChildrenChange(0);
});
}
}
renderer.setObjectRenderer(renderer.plugins.particle);
renderer.plugins.particle.render(this);
};
/**
* Set the flag that static data should be updated to true
*
* @private
* @param {number} smallestChildIndex - The smallest child index
*/
ParticleContainer.prototype.onChildrenChange = function onChildrenChange(smallestChildIndex) {
var bufferIndex = Math.floor(smallestChildIndex / this._batchSize);
if (bufferIndex < this._bufferToUpdate) {
this._bufferToUpdate = bufferIndex;
}
};
/**
* Renders the object using the Canvas renderer
*
* @private
* @param {PIXI.CanvasRenderer} renderer - The canvas renderer
*/
ParticleContainer.prototype.renderCanvas = function renderCanvas(renderer) {
if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {
return;
}
var context = renderer.context;
var transform = this.worldTransform;
var isRotated = true;
var positionX = 0;
var positionY = 0;
var finalWidth = 0;
var finalHeight = 0;
var compositeOperation = renderer.blendModes[this.blendMode];
if (compositeOperation !== context.globalCompositeOperation) {
context.globalCompositeOperation = compositeOperation;
}
context.globalAlpha = this.worldAlpha;
this.displayObjectUpdateTransform();
for (var i = 0; i < this.children.length; ++i) {
var child = this.children[i];
if (!child.visible) {
continue;
}
var frame = child._texture.frame;
context.globalAlpha = this.worldAlpha * child.alpha;
if (child.rotation % (Math.PI * 2) === 0) {
// this is the fastest way to optimise! - if rotation is 0 then we can avoid any kind of setTransform call
if (isRotated) {
context.setTransform(transform.a, transform.b, transform.c, transform.d, transform.tx * renderer.resolution, transform.ty * renderer.resolution);
isRotated = false;
}
positionX = child.anchor.x * (-frame.width * child.scale.x) + child.position.x + 0.5;
positionY = child.anchor.y * (-frame.height * child.scale.y) + child.position.y + 0.5;
finalWidth = frame.width * child.scale.x;
finalHeight = frame.height * child.scale.y;
} else {
if (!isRotated) {
isRotated = true;
}
child.displayObjectUpdateTransform();
var childTransform = child.worldTransform;
if (renderer.roundPixels) {
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution | 0, childTransform.ty * renderer.resolution | 0);
} else {
context.setTransform(childTransform.a, childTransform.b, childTransform.c, childTransform.d, childTransform.tx * renderer.resolution, childTransform.ty * renderer.resolution);
}
positionX = child.anchor.x * -frame.width + 0.5;
positionY = child.anchor.y * -frame.height + 0.5;
finalWidth = frame.width;
finalHeight = frame.height;
}
var resolution = child._texture.baseTexture.resolution;
context.drawImage(child._texture.baseTexture.source, frame.x * resolution, frame.y * resolution, frame.width * resolution, frame.height * resolution, positionX * renderer.resolution, positionY * renderer.resolution, finalWidth * renderer.resolution, finalHeight * renderer.resolution);
}
};
/**
* Destroys the container
*
* @param {object|boolean} [options] - Options parameter. A boolean will act as if all options
* have been set to that value
* @param {boolean} [options.children=false] - if set to true, all the children will have their
* destroy method called as well. 'options' will be passed on to those calls.
* @param {boolean} [options.texture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the texture of the child sprite
* @param {boolean} [options.baseTexture=false] - Only used for child Sprites if options.children is set to true
* Should it destroy the base texture of the child sprite
*/
ParticleContainer.prototype.destroy = function destroy(options) {
_core$Container.prototype.destroy.call(this, options);
if (this._buffers) {
for (var i = 0; i < this._buffers.length; ++i) {
this._buffers[i].destroy();
}
}
this._properties = null;
this._buffers = null;
};
_createClass(ParticleContainer, [{
key: 'tint',
get: function get() {
return this._tint;
},
set: function set(value) // eslint-disable-line require-jsdoc
{
this._tint = value;
(0, _utils.hex2rgb)(value, this.tintRgb);
}
}]);
return ParticleContainer;
}(core.Container);
exports.default = ParticleContainer;
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